In addition to enabling depth testing, you should also be requesting a depth buffer when creating the Display -- i.e. by specifying a PixelFormat with a depth buffer, or by using the default PixelFormat (which uses 8 bits depth).

As to your problem; make sure your z values are within the near/far range you've set in glOrtho.

No. glEnable(GL_MULTISAMPLE); does not magically give you multisampling. You have to supply a PixelFormat to Display.create() to get a depth buffer so the depth is actually stored when rendering like Davedes said. The standard is a 24 bit depth buffer.

No. glEnable(GL_MULTISAMPLE); does not magically give you multisampling. You have to supply a PixelFormat to Display.create() to get a depth buffer so the depth is actually stored when rendering like Davedes said. The standard is a 24 bit depth buffer.

No. glEnable(GL_MULTISAMPLE); does not magically give you multisampling. You have to supply a PixelFormat to Display.create() to get a depth buffer so the depth is actually stored when rendering like Davedes said. The standard is a 24 bit depth buffer.

wut....when did I mention multisampling? O_o

glEnable(GL_MULTISAMPLE); does not magically give you a multisampled color buffer.glEnable(GL_DEPTH_TEST); does not magically give you a depth buffer.

But the cowardly, the unbelieving, the vile, the murderers, the sexually immoral, those who practice magic arts, the idolaters and all liars —they will be consigned to the fiery lake of burning sulfur. This is the second death.

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I guess IT is f**ked....

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Oh come on. Magic is all about weird clothes, secret societies, strange languages, darkened catacombs, and a system of mystical thinking that has little bearing on logic. IT is nothing like th-

In addition to enabling depth testing, you should also be requesting a depth buffer when creating the Display -- i.e. by specifying a PixelFormat with a depth buffer, or by using the default PixelFormat (which uses 8 bits depth).

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